mirror of https://github.com/bsnes-emu/bsnes.git
![]() Ok, I tried converting the switch/case table to a jump table for both CPU+APU cores. Results? EXE is 70kb larger, compile time is 5-10% slower, and speed is identical. Needless to say I reverted that change back. I then tried narrowing down the cause of the PGO error. Found out it was Dai Kaijuu Monogatari. If I don't run that, I can build with PGO. Unfortunately, this is the ROM I use to stress optimize color add/sub. So as a result, this game will run a little slowly now (sort of like how Chrono Trigger's OPT title screen effects were before). But, better one game than all, right? byuu.org/files/bsnes_v016_wip27a.zip Once again, please do not submit news about this to an emulation site. The file will be removed if I notice anyone mentioning it anywhere. That will be 20-25% faster than wip27, but otherwise everything is identical. DSP1: there's either a bug in op02, op06, or in the getSr/getDr/setDr functions. We have so far been unable to spot the error and correct it. Help is always welcome, as always. Please consider DSP-1 support as not being there at all. I doubt any games will work right with it right now :( This is how interlace works : I call each frame a "field", meaning even or odd fields on your television / monitor. When interlace is off, I draw to the even fields every time, so you don't notice anything. However, when interlace is on, I alternate between which one I draw to each field. So depending on your frameskip, this can cause serious problems for interlace mode. I also only physically draw to "half" the resolution each field, much like a real TV would. This makes 512x448 mode just as fast as 512x224 mode. I can't think of an easy way to cheat the system with frameskipping. Luckily, very very few games use interlace at all. Most use hires 512x224 and that's it. |
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license.txt |